Toshihiro Nagoshi: Kikizo Interview 2005
Sega's top development executive talks about PS3, Xbox 360, Revolution, arcades, Ryu ga Gotoku, Monkey Ball DS and loads more.
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Kikizo: It's been said that the biggest threat to more traditional forms of playing games is the emergence of powerful cell phones and the ability to download software to them. Do you see them affecting the current and upcoming hardware wars?
Nagoshi: Well, all of these formats have their strengths and weaknesses. The biggest problem with cellphones is their interface. It's primarily a phone, not a game player, and the interface reflects that. Portable consoles might not offer the phone part, but they have an interface much more suited to game playing. I think they are targeted towards different markets. I've played some cellphone games myself, but I really hate always having to pay more and more fees for them!
Kikizo: Many of the Sega Ages titles for PS2 are ports of classic arcade games. Is there a chance that we may finally be able to have a home version of Scud Race and Daytona 2 through this series?
Nagoshi: We don't have any concrete plans, but... maybe we will, maybe we won't...!
Kikizo: When Sega reincorporated its teams a few years ago a lot of the people from Smilebit ended up with you and series like Panzer Dragoon and Jet Set Radio became part of the Amusement Vision portfolio, is anything planned with these series?
Nagoshi: Everyone from Smilebit is currently working on our new title, so there are no plans for them at this time.
Kikizo: You have mentioned before that you would like to make an action adventure and an RPG style game, how are those plans coming along?
Nagoshi: We recently announced the game we've been working on for two years now: Ryu ga Gotoku. You are the very first journalists outside of Japan to be able to have the opportunity to ask questions about this game!
Kikizo: Thanks for the honor! The game seems very story-driven - what sort of gameplay elements will we be seeing?
Nagoshi: Yes, it's an action-adventure game. The action part of the game is mostly based around fighting.
Kikizo: Is the story linear, or does the player have some control over events in the story?
Nagoshi: The main story is set, but the process will vary from person to person. For example, when Kiryu (the hero) needs money, he can borrow it, he can work for it, he can run various errands and get paid for it, he can gamble to try to earn more... there's a bunch of ways to get it. It's a very open game in that regard.
Kikizo: The hero has a tattoo of a dragon on his back. Is this the dragon in the title?
Nagoshi: Yes, it's related to the title, but there's more to it than that. The dragon is a popular fantasy creature, and has particularly special meaning here in Japan. It represents strength, and has a bit of a masculine aura to it. Thus, the title refers more to Kiryu him. He has the heart of a dragon.
Kikizo: The Yakuza is a Japanese organization, but it's similar to Western forms of organized crime. Do you think the concept will be easily understood in these markets?
Nagoshi: Right now we're a bit more focused on the market of Japan itself, but I think we probably won't have to explain too much to foreign audiences.
Kikizo: It's obviously a very violent game. There's a lot of worldwide controversy over violent games lately. Are you worried that it might affect this title?
Nagoshi: I'd like to think it's different from something like GTA. It's really too bad all of the controversy related to it is coming to a head right now. There's violent content in the game, but we want to players to realize why Kiryu is fighting. This is a very human drama story. There is reason and motivation behind everything. We think that once players actually see and play the game for themselves, they will see how the violence comes across differently.
Kikizo: What sort of relation does Kiryu have with the young girl, Haruka?
Nagoshi: He feels an obligation to protect her for some reason... you'll have to see their relationship for yourself!
Video Coverage (Latest Videos & Video FAQ) | |||
PLEASE DO NOT DIRECT LINK TO ANY MEDIA FILE ON KIKIZO | |||
Description | Dur. | Size | Details |
Super Monkey Ball DS First footage |
1.44m | 14MB | SD, 30 640x480 1Mbps |
Ryu ga Gotoku Behind the scenes look at the making of the game. Features the uber-cool Nagoshi-san, looking cool. (hi quality) |
3.13m | 25MB | SD, 30 640x480 1Mbps |
Ryu ga Gotoku High quality version of the trailer. |
3.14m | 25MB | SD, 30 640x380 1Mbps |
Ryu Ga Gotoku Official trailer - not the best quality, but you get the idea. |
3.16m | 28.7MB | DF, Low 480x360 1Mbps |
Super Monley Ball Deluxe Direct feed uncut TGS 2004 trailer (640x480, 1.9Mbps) |
1.14min | 16.4MB | WMV |
Super Monley Ball Deluxe Showfloor gameplay footage (640x480, 1.6Mbps) |
2.46min | 32.6MB | WMV |
SpikeOut: Battle Street Direct feed TGS 2004 trailer (480x360, 1.3Mbps) |
0.58min | 8.83MB | WMV |
Spikeout Battle Street E3 2004: Direct feed trailer (640x480, 1Mbps) |
0.34m | 4.32 MB | WMV |
Spikeout Battle Street E3 2004: Showfloor gameplay (640x480, 1Mbps) |
0.44m | 5.59 MB | WMV |
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